Jarviskjir Players Guide - Spells

Dungeon Master Note : The custom rules in this book are designed for Dungeons and Dragons game with a heavy focus on roleplaying and exploration rather than combat. These rules are not designed to be perfectly balanced, instead these rules are designed to give unique play styles that fit the lore and depth of the world. This document is being constantly updated which means anything might be changed and some things might not work perfectly. All content created for Jarviskjir is made in accordance to the Dungeons and Dragons Open Gaming Licence meant as a supplement for existing Dungeons and Dragons content.

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Spells

Bard Spells

Cantrips

Decoct

Infinite Pouring

Lorekeeping

Lovers Embrace

Timekeeping

1st Level

Betrayal

Glamour

Imbue

Magical Duet

2nd Level

Capture Image

Fade

Resplendent Shrapnel

Cleric Spells

Cantrips

Lorekeeping

Infinite Pouring

Finding

1st Level

Hand of the Law

Magical Duet

Moonlight

Wind of Respite

Shieldbreak

Druid Spells

Cantrips

Decoct

Pack Bags

Break Form

Timekeeping

1st Level

Imbue

Moonlight

Maelstrom Pull

2nd Level

Apiculture Bomb

Murder of Crows

3rd Level

Ice Step

Paladin Spells

1st Level

Hand of the Law

4th Level

Spectral Ship

Ranger Spells

1st Level

Bastillion Firework

Moonlight

Wind of Respite

2nd Level

Snakebite

3rd Level

Ice Step

Sorcerer Spells

Cantrips

Decoct

Infinite Pouring

Break Form

1st Level

Bastillion Firework

Lift

Maelstrom

Mental Spear

Prismatic Blast

2nd Level

Apiculture Bomb

Murder of Crows

Resplendent Shrapnel

Snakebite

3rd Level

Adhesive Arcanum

Ice Step

Warlock Spells

Cantrips

Lovers Embrace

Relaxation

Break Form

1st Level

Bastillion Firework

Betrayal

Glamour

Shieldbreak

Maelstrom Pull

2nd Level

Fade

Murder of Crows

Resplendent Shrapnel

Snakebite

3rd Level

Ice Step

4th Level

Spectral Ship

Wizard Spells

Cantrips

Decoct

Infinite Pouring

Lorekeeping

Lovers Embrace

Pack Bags

Relaxation

Breakform

1st Level

Bastillion Firework

Betrayal

Capture Image

Glamour

Hand of the Law

Lift

Magical Duet

Mental Spear

2nd Level

Fade

Murder of Crows

Resplendent Shrapnel

Snakebite

3rd Level

Adhesive Arcanum

Ice Step

4th Level

Spectral Ship

8th Level

Skyward Sanctum

Adhesive Arcanum

3rd Level Evocation


  • Casting Time: 1 action.
  • Range: 90 feet
  • Components: S, M (a bee stinger)
  • Duration : Instant

You create a magical mote of runic magic that clings to a foe. Point to a creature within 90 feet and a mote of adhesive magic fuses to the creature. On that creatures next turn they must use an action to make Strength Save against your Spell Save DC, or take 4d8 Force Damage, half of much on a passed save. If they do not use an action they will take the full damage. On a failed save or no attempt to save all creatures within 5 feet also take half of the damage roll.

  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d8.

Apiculture Bomb

2nd Level Conjuration


  • Casting Time: 1 action.
  • Range: 60 feet
  • Components: S, M (a bee stinger)
  • Duration : 5 minutes

You summon forth a small swarm of bees that you may hide in a location 60 feet of you. The hidden swarm has a Stealth roll equal to your Spell Save DC. When you wish, or when a creature steps within 5 feet of the hidden swarm it becomes a 5 ft radius sphere, all targets in the buzzing swarm making a Dexterity Save or taking 2d8 piercing damage and 2d6 poison damage or half damage on a successful save.

  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d4 and the fire damage increases by

Bastillion Firework

1st Level Evocation


  • Casting Time: 1 action.
  • Range: 90 feet
  • Components: S, M (a sprinkle of ash)
  • Duration : Instantaneous

You hurl a mote of fire into the air that arcs downwards towards a target in range. Make a ranged spell attack against the target, on hit dealing 2d4 force damage. The mote then explodes on contact, each creature within 5 feet of the point of impact must succeed on a Dexterity saving throw or take 2d6 fire damage. You may make this attack into any cover unimpeded and may target empty space if you wish.

-At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d4 and the fire damage increases by 1d6

Betrayal

1st Level Voidcraft


  • Casting Time: 1 action.
  • Range: Touch
  • Components: S
  • Duration : Instant/1 turn.

This spell temporarily turns your foes against their own allies. When you touch a creature with this spell the target is forced to make a Charisma Saving Throw. On a failed save the target immediately uses their reaction to make an attack against a target of your choice. You may force a target to drop one weapon and equip another while they do this, and they may only make an attack against targets in their range.

Blade Glide

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V
  • Duration: Concentration, up to 1 minute.

You touch a single melee weapon. For the duration, as long as your touch remains on that weapon, the weapon ignores cover and if it was nonmagical it becomes magical for the duration. If you let go of the weapon or are disarmed, the spell ends.

Break Form

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V
  • Duration: Instant

You target one creature you can see, the target making a Constitution Save. On a failure you deal 2d4 Acid damage. A Construct cannot have resistance or immunity to this damage, and has disadvantage on the save. The spell's damage increases by a further 2d4 when you reach 5th, 11th, and 17th level.

Bubble

1st Level Conjuration Ritual


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V, M (a glass bead)
  • Duration: 1 minute

You touch one creature no larger than Large Size. That creature is then surrounded by a bubble of breathable air. If that creature is submerged in a liquid or otherwise suffocating this air allows them to temporarily breathe as well as renders them immune to breathing in toxic gases.

Cackle

1st Level Enchantment


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: S, V
  • Duration: Instant

You target one creature you can see as it makes an attack or other action requiring a roll and start to visciously laugh, your laughter enhanced by magic. That creature must pass a Charisma save or their roll counts as a 6 with their regular modifiers added..

Capture Image

2nd Level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: S, M (10 to 1000 gold of painting materials)
  • Duration: Instant

The casting of this spell perfectly captures a moment in time. This moment in time can be any moment in the spells casting time, either the beginning or the end or some where in the middle. This spell creates a painting from the scene before you. This painting is almost perfect, although still shows canvas texture and some brush strokes. The size and grandeur of the painting depends on the amount of gold invested in the magic, and you may choose to make the painting appear more beautiful or disgusting than reality. This painting is more resistant to the wear of time than a natural painting. You may capture a moment with this spell, and then finish the painting at a later time, as long as you do not take a long rest between those moments.

Decoct

Transmutation cantrip


  • Casting Time: 30 minutes
  • Range: Touch
  • Components: S, M (a pinch of salt)
  • Duration: Instant

Decoct involves drawing magical circles around food or editable matter. Once the spell is complete the food is cooked to perfection. Decoct doesn’t add flavour beyond simple seasonings, but does safely cook food to remove the risks of illness.

Fade

2nd Level Illusion


  • Casting Time: 1 Reaction, which you may take when you are hit by an attack.
  • Range: Self
  • Components: S, M (a sliver of silver)
  • Duration: 1 Round.

As you are about to be harmed by a melee weapon attack you turn invisible, leaving an illusionary doppelganger in your place as you slink away from view. You negate all bludgeoning, piercing and slashing damage taken from the attack and take half damage from any other damage the attack deals and, become invisible and may move half of your Speed as you cast this spell. Your illusionary double resembles you in every way. You may for the round continue to control your Illusionary Double, they can talk move and react as you would although they have no physical form and touch reveals them to be an illusion.

You remain invisible until the end of your next turn, or breaks earlier if you take damage, make an attack or cast a spell.

Finding

Divination cantrip


  • Casting Time: 1 Bonus Action.
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous. With a small flash of light from your eyes you gain intimate knowledge about the details of the area within 30 feet of you. This uses 10 + your Investigation Modifier to attempt to find traps, details and items in the area instantly, items of interest appearing golden in your vision for a few moments and enemies and traps appearing in red. Once you cast this spell you cannot cast it again until a minute has passed.

Essence Trap

1st Level Necromancy Ritual


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration (varies) When you cast this spell on a target they must make a Charisma Saving throw. On an unsuccessful save they take 3d8 Necrotic damage and their soul is considered trapped by you, an ethereal thread linking you with the target. If the creature dies in the next round, its soul or essence is captured by you in a gemstone costing atleast 10 gp. Higher quality souls may require more expensive gemstones. This can then be used for enchantments. Otherwise, on your next turn you may use a Bonus action to continue the Essence Trap, otherwise it is dropped.
  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the Necrotic damage increases by 1d8.

Glamour

1st-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a pinch of powdered paint)
  • Duration: 1 hour

Glamour is a magical trick that can do several minor effects. The magic is only skin deep and does not effect touch, although it does change the smell and taste of objects.

Make up – You can instantly change the appearance of a creature in minor ways. This has several possible uses such as; you can hide the ears of an elf making them appear human, or shift the skintone of a creature to pass them off as someone else, hide tattoos and brands.

Display – You instantly change the appearance of clothing or equipment. This is commonly used to make light armour appear as noblewear or vice versa, or to make armour seem as if it was made of a different material. It can also change the details of weapons although cannot completely change their shape.

Hand of the Law

1st level Enchantment


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S, V
  • Duration: 1 hour

A spell created by Elvish Guards, this spell binds the hands magically and disarms targets. When cast on a target that target must make a Charisma save against your DC. On success nothing happens, on failure they drop whatever they are holding and their hands are bound, meaning that they can no longer make the attack action. At the end of the targets turn, they may make a Charisma save to attempt to free themselves. This spell can be recast at the end of its duration to continue it.

Ice Step

3rd Level Conjuration


  • Casting Time: 1 action.
  • Range: 30 feet
  • Components: S, V
  • Duration : 10 minutes

With a stamp of the ground you create a path of ice forming on the ground in sharp spikes. You create a line up to 30 feet long and 5 feet wide from your body. The ice is difficult terrain, and when a creature other than yourself attempts to move on or over the ice must make a Dexterity save or falls prone. Around your feet the ice also makes a 5 feet radius circle, and where it hits any enemy. If the line hits an enemy as this spell is being cast, they must make a Strength Save or take 5d8 cold damage, or half as much on a successful save. -At Higher Levels. When you cast this spell using a spell slot of 4nd level or higher, the Ice damage increases by 1d8.

Illusionary Servant

2nd Level Illusion


  • Casting Time: 1 minute
  • Range: 5 feet
  • Components: V, S, M (A bottle of trapped smoke)
  • Duration: Varies You create an illusionary servant who is friendly to you. The servant obeys your orders, and the orders of anyone that it deems friendly to you, and is polite and gentle while doing so. The illusionary servant may take any appearance you wish provided it is a medium or smaller creature or construct. You may either create 1 Illusionary Servant that lasts for 2 hours, 2 that last for 1 hour, or 4 that last for 30 minutes. An Illusionary Servant’s ability scores are all 10, it has 1 HP and an AC of 10. They cannot speak but understand all languages the caster does. When an Illusionary Servant is destroyed or the spell ends they turn to smoke and dissipate.

Imbue

1st Level Transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, M (A fresh grape)
  • Duration: Instant

This magic can make an amount of liquid, up to the size of a standard 750ml bottle, alcoholic. The alcohol can be either the strength of a light ale, or a strong liquor, or anywhere in between. This does not change the taste of the liquid. You may also do the opposite, removing alcohol from a beverage.

If you wish, when imbuing the liquid, you may give it a Minor Curse of Inhibriation. Those that drink this liquid have disadvantage on Constitution saves.

Infinite Pouring

Conjuration Cantrip


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 4 hours

This spell links together a source of liquid and a mug, cup or similar drinking utensil. After casting this spell on a drinking utensil, you then may cast the spell on a bottle, waterskin or source of liquid. For the spells utensil, the cup is magically filled from the magical source, never emptying. If the source of liquid is dried up the spell may be instantly converted to a similar source of liquid, such as another bottle.

Lift

1st Level Conjuration


  • Casting Time: Bonus Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute Concentration Target a nearby creature. That target makes a Strength Saving throw. On failure the target is lifted no more than 2 feet into the air suspended in place. That target is Restrained. The target at the end of each of its turns can make a Strength Save to free itself.

Lorekeeping

Divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,
  • Duration: Instant

The magic of this spell interfaces with books and similar things. This cantrip gives the spellcaster a brief summary of the book or material they cast it on, including information such as who scribed it. If this spell is cast over an hour, the spell can assist the spellcaster in sorting books in an orderly fashion, usually alphabetically, as well as giving deeper insight about the book such as its author and place of origin.

Lovers Embrace

enchantment cantrip


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S, V, M (a rose petal)
  • Duration: 1 hour
  • Usable by: Bard, Cleric, Warlock, Wizard

This spell works as a temporary magical contraceptive, allowing the target to have sexual intercourse without the worry of a chance of pregnancy.

Maelstrom Pull

1st Level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet.
  • Components: S,
  • Duration: Instantaneous.

You open up a brief momentary storm of swirling water and wind that that pulls foes down. Target a point within range and cause all creatures within a 10 foot radius of this point to make a Strength Check. On a failure they take 2d6 thunder damage and targets that fail are pulled towards the centre point from closest to furthest. If they collide with another target they instead take 1d10 bludgeoning damage and fall prone.

  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the collision damage increases by 1d10.

Magical Duet

1st level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (a tiny bell and 5 gold)
  • Duration: 1 hour
  • Usable by: Bard, Cleric, Warlock,

This spell captures a song you can hear, and then can repeat that back at a later date. Casting this spell captures a song, up to 5 minutes long, choosing either the vocals or the instrument being played. Casting this spell again allows it to repeat the recorded song in entirety exactly as it first was. You may store a number of duets equal to your Charisma modifier.

Mental Spear

2nd Level Enchantment


  • Casting Time: 1 Action
  • Range: 60 feet.
  • Components: S,
  • Duration: Instantaneous.

You attempt to thrust your consciousness into the mind of a target, damaging their very mind itself. The target must make an Intelligence Save or takes 2d8 psychic damage. If the target fails by 4 or more, they are also Stunned for 1 round.

  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8.

Moonlight

1st Level Abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: S,V
  • Duration: 30 minutes

You create a healing light in your hands that softly protects those it touches. You create a light that casts bright light for 10 feet then 10 feet of dim light. Every time a creature spends 10 minutes in this light they are healed for 1d4 health.

  • Higher Level Casting. For each level above 1st you cast this spell at it lasts for another 30 minutes.

Murder of Crows

2nd Level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S,V,M (a crows foot)
  • Duration: Concentration, up to 1 minute

Target up to 3 creatures you can see within range and summon swarms of crows to attack each one of them. A target afflicted by Murder of Crows is immediately Blinded, and at the start of each of its turns must pass a Dexterity Save or take 4d4 piercing damage, and on a successful save removes the affliction and dispels the crows.

Pack Bags

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instant
  • Usable by:

This spell’s magic instantly sweeps all of the contents of a backpack or container back into the pack where they belong, packing objects in an orderly fashion. You may cast this on bags you are intimately aware of, such as the backpacks of you and your party. Casting this spell on other containers makes the results messy and imperfect. This spell may also be cast to remove specific objects from ones bag, into your hand or into place within 10 feet.

Prismatic Blast

1st Level Illusion


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: S,
  • Duration: Instantaneous.

You hurl a blast of bright screaming prismatic otherworldly energy at one creature in Range. The energy cascades through the air, stars and worlds beyond glimpsed through the magic. Make a ranged spell attack against the target. On hit the target takes 3d6 force damage and the target must make a Strength Save or be knocked Prone. If you cast this spell at a higher level the target takes 1d6 extra damage for each level above 1st.

Shieldbreak

1st level transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S, M (A shard of glass)
  • Duration: 1 minute

You outstretch your hand to a target, causing transmutation magics to radiate from your hand and weaken the integrity of their armours. Make a melee Spell Attack against a target within range. On hit you deal 3d4 necrotic damage and the target’s AC is reduced by 2 for the duration. This effect does not stack.

  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 and the AC reduction increases by 1.

Skyward Sanctum

8th-level enchantment ritual


  • Casting Time: varied
  • Range: Once prepared, within ward range.
  • Components: V S M ( an enchanters kit, which the spell consumes, a crystal worth atleast 2000 gp, which the spell consumes)
  • Duration: Until dispelled or the wards are damaged

When this ritual is completed, your magic raises a building and the land around it into the sky. The ritual for this spell involves going around the building writing wards of magical power into the structure. This is a lengthy process, and must be done during downtime. Larger buildings require longer preparation time. When the wards are complete, you may finish the spell at any time when you are standing within the building or 100 feet around the buildings perimeter. When complete the building and 100 feet of the land around it raises 250 feet into the sky, creating an island. The island comes with a large amount of earth or rock below it which is also suspended. Buildings around the structure are not brought with it, although High Elves who invented the spell worked around this by crafting their castles and temples into the rock several layers deep, and also by connecting flying islands via bridges.

When the island is in the air you may cast this spell again without its material cost to move and control the island. You can move the island in any direction at a very slow pace, equal to 60 feet a minute, 10 feet per round of action. You must concentrate to control the island and any damage you take you must make a concentration roll to remain in control. If the wards on the building are damaged the island starts slowly falling.

Size Preparation Time
Tiny building, a shack or shed 1 day
Small building, small home 2 days
Medium building, large home or tavern 4 days
Large building, keep or barracks 8 days
Huge building, a castle 16 days

Ask your DM about sizes. They’re intentionally vague but most DMs may want to impose size requirements.

Spectral Ship

4th Level Conjuration


  • Casting Time: 10 minutes.
  • Range: 30 feet
  • Components: S, V, M (50 gold of treated wood)
  • Duration : Variable.

You summon forth from the winds of magic a spectral sailing ship. The ship is real and material although seems otherworldly, and may have some strange appearance due to your magical tweakings. The ship acts similarly to a Keelboat able to carry 6 passengers, and only needs you to pilot it. The ship has no weapons. While this spell is active you can pilot the ship using your spellcasting ability, but others can also pilot the ship. This ship can be dispelled at any time, fading into mist. You may dedicate your spell slot to this spell meaning that you spend them each time you rest to keep the spell in effect. If you do not do this the spell ends instantly. If you cast this spell using a 6th level spell slot, the Ship is an Airship and can accordingly fly.

Twisting Felstorm

3rd Level Conjuration


  • Casting Time: 1 action
  • Range: Variable
  • Components: S, V
  • Duration : 1 minute

A twisting vortex of nightmare energy comes into being, a twisting crackling mass burning with the screaming of the damned. The storm you summon makes up a 5 foot radius sphere, summoned into an empty space beside you. The storm is sent in a direction and travels 30 feet when cast and at the start of your turn, in a direction of your choice yet the storm cannot turn in the middle of its movement. When the storm comes into contact with a target, they must make a Dex save or take 4d10 thunder damage, and then continues moving. When it hits a target, the damage it deals is reduced by 1d10. The storm lasts for 1 minute or until the storm deals 0d10 damage.

  • Higher Level Casting, The damage increases by 1d10 for each spell level above 3 this spell is cast at.

Timekeeping

Divination Cantrip

  • Casting Time : Bonus Action
  • Range : Self
  • Components : S
  • Duration : Instantanious / 24 hours

When you use this spell it tells you the exact date and time. Furthermore you may set alarms using this spell to alert you when a certain time has passed, to a limit of 24 hours or at a certain time of day.

Wind of Respite

1st Level Necromancy


-Casting Time: 1 action -Range: 20 foot radius from you -Components: S, V, M (a rotting flower) -Duration : Instant

All creatures of your choice within a 20 foot radius circle around you gain 1d4 temporary hit points. If they were missing any HP from their Maximum, they heal 2d4.

  • Higher Level Casting, The range of this spell increase by 10 feet for new spell level cast, and the healing increases by 1d4 for each.

Resplendent Shrapnel

2nd level evocation


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: S, V, M (a single gold coin that is consumed as the spell is cast)
  • Duration: Instant.

Taking a single coin you launch it 15 feet away from you where it explodes into a 15 feet cone facing away from you. All targets in that cone must make a Charisma Save or take 2d10 radiant damage and are stunned for one round, and take half damage on a successful save.

  • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10.

Snakebite

2nd level conjuration


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S, M, V (A snake’s fang)
  • Duration: Instantanious

You outstretch a hand towards a foe, a spectral serpent launching through the air to bite at them and their allies. Target a creature within 30 feet and make a ranged spell attack. On a hit that target takes 2d8 poison damage. On a hit or a miss you may then target a different creature 10 feet away from the original target and make another ranged spell attack, this attack dealing 2d6 poison damage on hit.

  • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and 1d6 respectively.

Relaxation

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: 10 feet
  • Components: S, V
  • Duration: 8 hours.

When cast this spell creates a small yet comfortable spectral chair. This chair fits whoever wishes to sit on it and is always pleasantly to sit on. The chair has an appearance of your choice but is always somewhat translucent. This spell can also be cast to create temporary tables or other simple furnature. This object can be dispelled as a bonus action, or lasts until the spell is over.

Black Tears

3rd Level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S,M (a drop of black ink)
  • Duration: Concentration, up to 1 minute.

Applying ink to the eyes you start to cry painful black tears as does everyone in your surroundings. All targets of your choice within 30 feet must make a Charisma Saving throw or is Cursed with the Black Tears. At the start of a cursed targets turn they take 1d12 psychic damage, and must make another Charisma save. If they fail this save they fall prone and have disadvantage on attack rolls. A successful save does not end the effect. You also take this curse and damage, when you take damage from your own Black Tears it does not break concentration.

Sanctify Ground

2nd Level Abjuration (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V,S,M (2 silver which is consumed in the process)
  • Duration: 8 hours

This holy rite purifies and prepares ground against the unholy. This spell sanctifies a 10 foot square of ground once the spell is complete. When an undead or fiend enters this ground they take 2d6 radiant damage and this ground is difficult terrain for them. This spell lasts 8 hours. Casting this spell on the same spot every day for a year makes this effect permanent.